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Quote:The harpsichord had long been out of vogue by the time Victoria ascended to the throne in the 1830s. Mozart and Haydn wrote for it early in their careers but by the late 18th century the harpsichord (and clavichord) had been abandoned for the piano because of the pianoforte's dynamic range (piano-forte means soft-loud). Harpsichords basically only have one volume, and it's not very loud. Crows' quills can only pluck so hard.The Harpsichord works well, it gives it a somewhat victorian-esque edge that immediately makes my brain scream 'Nemesis!'
That doesn't detract at all from the feeling of the instrument -- I love the sound -- but it all but disappeared from the 1790s until the 20th century when composers like Poulenc, de Falla, Martinu and Gorecki wrote for the harpsichord again. -
Though you seem to be using walls and corners with your knockback illustrations, someone unfamiliar with knockback use may not find it obvious -- the walls you depict could also be interpreted as dividing lines between illustrations.
You need some elementary description of how to use knockback. For example, "Use walls and corners to reduce the distance targets are knocked back. Knockback can actually make dispersed groups smaller and tighter by knocking them into walls and corners."
Also, it bears mentioning that hovering above mobs knocks mobs down and can reduce or eliminate scatter. This is important in open maps where there are no walls. -
Actually, it would be more useful to remove the requirement that all members of the teams in the league be in the same zone to start the trial. The big selling point of the LFG queue was to allow people to queue for the trial wherever they happened to be. You were supposed to be able to while away your time in the market while waiting for the trial to start (and you can do this if you queue yourself solo -- you just have no guarantee of ever getting into a trial).
But in practice it doesn't work out that way, because if everyone queues separately you can't tell if you're forming a viable league. The end result is that everyone tries to form full 16- and 24-person leagues the same way they form 8-person teams. And that means it can take that much longer to form.
It's perfectly possible right now to form three 8-person teams in three different zones. If you queue them all at the same time one would assume that you'd all wind up in the same instance -- as long as there wasn't some extra single person sitting in the queue as well.
I'd rather see the devs fix this by providing tools for finding out who's building a league, and who's in the queue. It would also help if there was a dedicated channel for people looking for trials so that you didn't have all have to be physically all in the same location to find a league.
And could we finally fix the silly limitation of the team interface not knowing the AT of a character you've just invited to the team until they enter the same zone? I mean, you can look at the Search dialog and see what AT they are -- why doesn't the system know after they've accepted an invitation to the team? -
Quote:I ran the Verify and there were no problems with the installation.FredrikSvanberg and anyone else experiencing crashes, can you try running with '-verify' on the command line?
In the Launcher, right-click on the game and select 'Properties' and put the '-verify' (no quotes) in the "Extra Command Line Parameters (Advanced)" box.
If you are using CohUpdater, add '-verify' (no quotes) to the end of the 'Target' field in the properties of the shortcut to CohUpdater you use to start the game.
I'm experiencing crashes in both trials on a regular basis. If I don't quit and restart the game after every trial, I almost invariably experience a crash on the second trial. The type of crash varies: I have experienced all of the following:
- A crash with a dialog that asks me to describe what I was doing which sends the report to NCsoft.
- A crash that sends a report to Microsoft.
- A sound loop crash.
- A crash that has a dialog that tells me that it's about to crash and asks whether I want to continue or exit.
- A dialog that tells me there is a corrupt .pigg file (not always the same one).
- (Rarely) Windows tells me a bad instruction was executed.
- The game exits straight out to Windows without any warning at all.
I have updated my drivers. I have an NVIDIA GeForce GTX 460 SE (driver version 270.61, and the nVidia site tells me it's at the most recent version).
I notice (with Task Manager) that the memory footprint of the game increases over time, and I also notice that right before the crash the game begins to slow down, as if thrashing.
These things and the wide variety of crashes make me believe that the game client is running out of memory. The .pigg files are probably being reported falsely as corrupt because the game is running out of memory reading them in.
These are all indications of a memory leak, perhaps in one of the powers that's used over and over in the trials by one of the Praetorian clockwork.
I haven't really experienced crashes in other content, including regular TFs and missions. It's certainly possible that the leak is always there, but is especially bad during trials because the large numbers of players and power invocations.
However, the crashes seem to happen more often in Lambda than in BAF. I've been involved with several attempts for the Master of Lambda, which makes it take much longer than normal. Most of those attempts have ended in crashes. -
Quote:Okay so everyone says that there is merely a threshold to reach in order to get a reward but I have issue with this because...
Dominator: 47 Runs, 20 V. Rare, 23 Rare, 4 Common
Stalker: 58 Runs, 2 V. Rare, 5 Rare, 51 Uncommon
This makes no sense to me at all because WHAT is this RNG set to if the case is merely the threshold. I know without a doubt I "contribute" more on my Dom between debuffs, damage, and control than I do on my Stalker that is merely medicore damage. It isn't a thousand point test but it still gives a pretty weird picture of this RNG you have to admit that.Quote:You just demonstrated it nicely above. Random chance.
The fact that it is random it how you end up with the oddly skewed results on the dominator. You should be having your Dominator buy some lottery tickets for you.
If, however, the chance of getting a rare/very rare is in the vicinity of 20-30%, then it's not so weird, and it's easy to see how marginal increases in team performance could boost the rewards. The question then becomes, what rewards did other players on the team get? If they're just getting the kind of rolls his stalker was getting, it Shade's suspicion that something is not a simple random number is justified.
Either the chance of getting a rare/very rare is fairly high, or the contribution of team/individual performance can significantly boost the selection of your reward table. -
Quote:It depends on the probabilities involved and the confidence level desired. While I agree that 22 is too small, 500 to 1000 is probably enough to get a decent sense if the probability of a very rare drop is in the ball park of 1-2%. If a very rare is only 0.1%, then obviously you need a much higher sample size.Your impression is mistaken. 22 runs is not a statistically valid sample. Come back after 22 HUNDRED runs and tell us your conclusions.
From my experience, playing exclusively squishies (two controllers, a corruptor, a defender and a blaster, enough to get two of them four T3 incarnate powers), the drops seem random. I've been on teams where the lead tank gets a common and I get a rare on an Ill/Emp controller.
The drop table seems to be either weighted most heavily to drop uncommons, or to include performance in the calculation for the drop if commons are the most likely. That's from my anecdotal observation that I've got far more uncommons than anything else. -
If you don't have good ranged defense, the basic tactic is to find a good corner, put Snow Storm on one of the mobs, then duck around the corner. When they start piling up at the corner, but before they can attack you, hit them with Freezing Rain. Then hit them with your area attacks.
It's relatively easy to softcap Storm Defenders for Ranged defense; I haven't tried it, but I expect you can also do it with corruptors. Once you've got that, you can omit the corner pull: hit the mob with Freezing Rain and Snow Storm. Your ranged defense should protect you from most attacks.
Note, however, that some mobs (warwolves, for example), aren't affected much by slows, so you have to be careful. I find it useful to use Hurricane or hover in those cases. -
Quote:When you're in the game and you have the Incarnate window open to an alpha slot, clicking one of the icons for a buff shows all the possible ways to craft it on the right. There used to be only one for the first three tiers (using shards), but now there are two: one that uses shards and one that uses threads.So you're saying you can use Threads to craft items for the Alpha slot?
I can't find this information anywhere. Everything I've read has stated that only Shards can be used to create Alpha components (Hero 1 DNA, etc.)
Please let me know if this is incorrect or outdated information. I stepped away from the game for 4 months and when I came back, there was a TON of new systems/currencies/items/etc. I'm very confused.
The documentation on the CoH websites isn't updated as religiously as the information on paragonwiki.com. Unfortunately, the best place to get this information is in the game itself, and there's not a lot of explanatory material to help you make sense of it.
I'm also disappointed at the profusion of currencies, but there are legitimate reasons for their introduction. I just wish the devs could accomplish the same goals without forcing people to participate in exactly the same content over and over and over.
It wouldn't be so bad if the game didn't crash every other time I ran a trial, or the server lag during the prisoner escape on full leagues wasn't so awful. -
Quote:It is presumptuous to pretend it is simple to muck with a database like this. Quick, easy fixes are usually the ones that cause the most damage when they go wrong.Actually, given some things I know about the system, Paragon Studios could make a script for the Agent of X badges where it checks characters to see if they have the 2 badges (2 different set_titles). If the script finds both badges, the script can then check the award dates and remove the newer badge.
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I just ran a +0/x8 Borea mission against Rikti with the following EM/EA build (no Alpha slot). It's not Kinetic Melee, but Energy Melee is somewhat similar. It was mostly a cakewalk and used no inspirations. I got down to 40% hits once but between Aid Self and Energy Drain I was back up to 100% in short order.
Just prior to that mission I ran the Honoree mission from Ramiel. It was similar: I pulled the captain, then rushed the Honoree and the big spawn of portaled Rikti. The Honoree got a lucky shot early on, but after that it was simple. The interesting thing about this is that I could destroy one portal and its Rikti spawn, while another spawn of Rikti just stood around a portal 20 feet away.
You can probably achieve the same sort of results from an SR brute with a less expensive build (I haven't done so, I'm just supposing), but if you like being able to finish every fight at full end and like the unsuppressed stealth from Energy Aura it might be worth it to you. If those features don't turn you on, then EA is probably not for you.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Aethereal: Level 50 Technology Brute
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), F'dSmite-Acc/EndRdx/Rchg(5), F'dSmite-Acc/Dmg/Rchg(7)
Level 1: Kinetic Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/EndRdx/Rchg(15), F'dSmite-Acc/Dmg/Rchg(17)
Level 4: Power Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(17), S'dpty-Def(19), S'dpty-Def/EndRdx/Rchg(19)
Level 6: Dampening Field -- S'fstPrt-ResDam/Def+(A), ResDam-I(21), ResDam-I(21)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25)
Level 10: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 12: Entropy Shield -- EndRdx-I(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Energy Protection -- ResDam-I(A), ResDam-I(31)
Level 18: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(34)
Level 20: Energy Cloak -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(39)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40)
Level 28: Energy Drain -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), H'zdH-Heal/Rchg(42), H'zdH-Heal/EndRdx/Rchg(42), Heal-I(42)
Level 30: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(43), RechRdx-I(43)
Level 32: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/EndRdx(46)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Taunt -- RechRdx-I(A)
Level 41: Soul Tentacles -- Acc-I(A)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(46), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(48)
Level 47: Aid Other -- IntRdx-I(A)
Level 49: Aid Self -- IntRdx-I(A), IntRdx-I(50), Mrcl-Heal/Rchg(50), Mrcl-Heal(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48), EndMod-I(48)
Level 1: Fury
Level 4: Ninja Run
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Quote:Technically speaking, a softcapped EA is weaker against defense debuffs than SR, not Smash/Lethal (if both are softcapped to the same level). But since many Lethal attacks also have defense debuffs, it can be hard to distinguish the two.Oh yeah, then I went up against a large group of Red Caps and Tuatha. EA is weak to Smash/Lethal. It was bad. ....
The saving grace of EA is that you can get the Day Job Combat Shield and craft the Kinetic Dampener Temporary Power to give yourself an hour of godmode at a time. But when you're leaning that heavily on Temporary Powers, you know your secondary isn't doing its job.
On my KM/SR, both those missions would have been cake-walks. SR is way, way better than EA.
It's relatively easy (by doing tip missions and spending alignment merits) to get enough Kinetic Combat and other IOs to softcap your /EA brute by level 40-something and make it pretty robust. I did the Ice Mistral TF at level 48 and withstood the huge behemoth ambushes at the end (I was the last one standing when I took down the AV). This was with only the standard powers (including Tough and Weave), and without using Overload.
If you're cognizant of what has defense debuffs and monitor your current defense, you can avoid defense cascade failures by taking purples at the appropriate time.
The question is whether the plusses of EA (Energy Drain, with its sapping and minor healing, and Energy Cloak, with its very nice stealth) are sufficient to warrant taking it. -
Quote:I've gotten two rings of sequester with my dominator, at least twice. Each time we were attempting Strong & Pretty, and had pulled the AVs to the helipad where we could debuff, control and demolish the spawns with the appropriate timing. In this case, you really do need to use the debuffs and controls, because the spawns can quickly overwhelm your team if you don't.Try not using debuffs or control powers. Both of those types of powers tend to draw a lot of aggro. Those AVs don't need to be controlled and I doubt you have any significant resistance debuffs. Just do your best attack chain, and maybe back off a bit if you're still getting aggro.
Every time I've gotten the rings, it's because there were no tanks and no brutes on the AV. One time Nightstar was just running around randomly hitting squishies.
The magnitude of tanker and brute taunts from Gauntlet is higher than the aggro generated by controls and debuffs. If the melee characters are doing their jobs, you should be able to do your job, which is control and debuff. And, while it's true that debuffs are heavily resisted by AVs, debuffs from 10 or 12 debuffers do make a difference, especially when support spawns are attacking.
A blanket statement of "don't use debuffs and controls" is wrong. The right thing to say is, "If you get one ring, stop spamming AoE powers, and attack other targets one at a time. When you lose the ring, go back to business as usual." -
Quote:That's part of the problem: many raid leaders insist on running with 16 or 24 players, and that means it can take half an hour to put it together depending on time of day, server population, how many other concurrent trials there are, etc.All I know is, Trials are no differant than current TFs. Except it's only one mission and scales for more players.
Even though the devs have redacted the worst lag in the BAF, it's still pretty awful during the prisoner escape phase. You waste a lot of time trying to activate powers that look like they've recharged, but the server doesn't think so. If you're playing a controller, for example, your area hold would seem to be quite useful for stopping escaping minions, except that it won't fire when you need it to -- the prisoners all run right past you and then your hold goes off long after they're gone.
If the servers can't handle the load, the maximum league size should be reduced. -
Quote:This is likely due to an increased supply due to people doing the WST, which currently has level 30 or so Council foes, which drop both arcane and tech mid-tier salvage.At least for those mid-range salvage items that I pay attention to (e.g. Circuit Boards), their prices have fallen dramatically this week.
When everyone is running trials the supply of salvage and recipes in general goes waaaay down. If I spend 30-60 minutes on an ITF my salvage and recipe inventories fill up very quickly, sometimes twice during the TF.
But when I spend 30-60 minutes running a trial, half that time is spent waiting for it to start and on a Lambda much of the other half is spent running around blowing up crates, which drop very little salvage. Even on a BAF the amount of salvage that drops seems to be minimal.
When people complain about the high cost of mid-level salvage, they have to ask themselves what they are doing to increase the supply of the items they want. If they're not running level 25-35 missions (or rolling random salvage at that level with AE tickets), they're part of the problem: they're consuming an item but contributing nothing to supply.
Common salvage almost literally falls like rain. If you really can't stand paying 50K for an item, go run a few missions that drop that salvage (through Ouroboros if need be) and store 3-4 of each common item in the bank and your market slots.
When I level characters I buy and craft recipes as I level up. I save high-demand salvage so I have most of what I need when I need it. If you wait until you're level 50 and then try to buy all your recipes and salvage all at once, you're to blame for your own predicament. Of course it's hard to buy dozens of recipes and hundreds of pieces of salvage if you're trying to do it all at once.
It's not the market's fault that other players aren't out there farming the salvage that you want, and selling it for peanuts. If you don't want to pay high prices, just generate the salvage yourself.
These days, with rare recipes easily obtained with alignment merits, and salvage easily bought with tickets from AE, the only things that can actually be hard to get on demand are uncommon recipes. I've resorted to using reward merits through the vendors for some of the high-demand uncommons (ones that cost more than 20 million). But the supply of some mid-level uncommons is just not there, and generating them with AE tickets is too hit and miss, and using reward merits for large numbers of uncommon recipes is not feasible.
One thing that would help would be if you could use alignment merits to buy a full set of uncommon recipes at a specific level. -
While these effects annoy me to no end, I've only suffered migraines from them a few times in six years.
For me, it's not the actual effects that bother me, it's the speed at which they shift. The quick, frenetic flashing gets me. If they were slower, I think they'd actually look better and would incidentally cause fewer problems.
It's probably too late for this, but if the game had an option that controlled the speed at which shifting graphics displayed, this problem could be dealt with by each player as needed. The truly sensitive could then turn them down to zero.
However, it still wouldn't completely solve the problem because there are a lot of big flash effects which cause migraines in certain people, and those are initiated by players and mobs such as Malta. I hate Malta more for those obnoxious blinding flashes and smoke than for sappers. -
Quote:"Lag" is not a very useful term to use because it doesn't describe what's happening.Ok, just wanted to check with all you vets here. Is lag always an issue? I do not think I have rubberbanded on a game more than this one, but I do not want to quit. (Yes my connection is just fine =P) What I have seen and played so far is pretty fun. Definetely a good change from WoW.
I lag in Praetoria (spelling) and in instance's. I do not lag in any other online game I play except Lineage2 (free trial). Your feedback would be greatly appreciated as I don't want to pay for frustration. Thank you guys and gals.
You can have poor performance due to a low-end graphics card, insufficient RAM, slow Internet connections, too many players in the same instance/zone causing the server to bog down. Rubberbanding can be caused by packet loss, which usually means a bad connection. Spotty Internet connections can be caused by weather, construction, even sunspots.
Because the Internet is a large and extremely interconnected system, your connection may be fine, and the server's connection may be fine, but the route used to connect you to the server may become slow and spotty. These routes can be recalculated when they become unreliable, but because everything is dynamic it makes things hard to reproduce and track down.
If you're encountering graphics lag in Praetoria it's probably due to a low-end graphics card. In this case, try turning off the high-end graphics functions and reducing your particle count. Or get a better graphics card. You may also need to increase your system RAM.
Certain powers can really drag your graphics performance down. I couldn't stand playing my Dark/Dark scrapper because the graphics lag was so terrible. Eventually I found a way to increase the distance for suppressing personal graphics effects to 300 feet (thanks, Castle, wherever you may be) but now that I've bought a new graphics card it's not an issue anymore. -
A less radical solution is to have threads drop from any level 50+ enemies, not just in the trials.
I wouldn't be surprised if that eventually happens, in much the same way that shards now drop from any level enemies, and not just level 50s.
The devs are intentionally gating many people through the same content: the weekly strike targets and the trials are the most recent examples of this. This is partly to encourage large teams and to make finding TF/SF teams easier to find.
The devs are demonstrably pro-farming: they are offering a reward (badges) for players to repeat the weekly strike target 2, 10 or 50 times. The defeat badges -- especially the ones that require hundreds or thousands of defeats -- are also obviously farming oriented. Places like Point Foxtrot in FBZ were provided for us to farm Fakes. Defeat missions were provided to give us a little extra incentive to farm spawns. And the ONLY way to get the incarnate powers in less than a few years is to farm the trials over and over.
The devs are not against repeating content again and again for rewards. They are opposed to players who exploit quirks of the game to gain rewards faster than the devs intend.
Because we play for many more hours than there is content, the devs obviously intend us to replay the same thing over and over. But they do all they can to encourage us to vary what we play because they know we'll burn out if we repeat the same thing too much. -
Quote:Because the mechanics of the trial and the LFG queue are new, and defined to work this way. Trials are defined to be for multiple teams. The intent is for people to build teams in any location they like -- not just Pocket D or RWZ -- and then queue for the trial. The system takes the various teams and creates a league from them. Solo players are just the degenerate case of one-person teams. But the downside of this system is that there's not enough information to make pickup leagues reliable.I disagree. While I don't particularly condone kicking people who are simply the victims of a poorly designed system why should the team leader have been forced to take additional people on his team?
Most people are treating leagues like giant teams and feel the need to pick every single person in the entire league (see below for why). It seems most people don't even realize that that the leader of each team in a league can still invite additional players. If they did so, the whole process of building the league would proceed faster, instead of making the leader invite every single player. Actual play during the trials breaks down along team lines as well -- each team is generally assigned one task for each segment of the trial.
Most "private" trials aren't really private, because few league leaders are actually drawing members from SGs/acquaintances only. Most of the time they have to solicit at least a few members from the general population.
Now, I'll certainly be the first to acknowledge that pickup leagues have the potential for disaster. But if people instead built balanced standalone teams and then queued, this wouldn't be an issue.
The problem, of course, is that we don't know how many players/teams are in the LFG queue. So there's no way to tell how long the wait will be. So league leaders -- almost of necessity -- build the whole league to make sure they can actually start.
We thus have the worst combination: old fashioned mechanisms to build teams, and a new system that could potentially build a non-viable league out of random individuals and teams.
To fix this we should be able to register a team for a trial without queuing for it. The names and ATs of players registered (or queued) for a trial should be visible. That would give people the option to talk to other like-minded individuals to form a league, if desired, or they could just queue their teams for the trial.
Then, when the system decides to start up the trial (when the minimum number of players are queued) it should display a window with all the candidate players for the trial. Participants could see who all is there, and judge whether the league is viable. When you click Accept you would be displayed as such in the window. This would also resolve the issue of "which moron didn't click the button to enter the trial?" You could see who accepted as they did so.
With this system there'd be no surprises when everyone zoned into the trial. You will have agreed to the league composition ahead of time and not just dumped into the trial with some totally random group. -
Quote:There seem to be at least three or four different sounds depending on your attack set. When my BS/Shield scrapper uses Confront she makes a horrible honking sound and then bangs on the shield when the shield is out, but when no shield powers are active she makes a more acceptable "Ah!" sound.Anyone on the dev team, please change the taunt sound effect back. The one from the presence pool is AWFUL. Thank you.
Do Shield/BS tankers do the same thing with Taunt? -
Quote:I did two Lambdas and a BAF tonight on an Ill/Emp and got two rares and 3 uncommons on the night. Marauder went down amazingly fast; not sure what was doing such heavy damage against him.On my MMs and ill/ff troller (obviously all heavy pet-based characters) I'm getting the leech prize or commons. I cannot 'participate' without using my pets (I am not going to go near the petless MM debate).
All I'm doing is what you should do: hit every group I can with Spectral Terror, buff players with Fort and AB, heal people who get damaged, use Group Invisibility, zip in near the AV to use recovery and regen auras, etc. I summon pets when they go down. I use my three measly ST attacks when I'm not doing anything else. Oh, and I don't rock the Healing Aura.
I play a lot of characters with pseudopets (Earth/Storm controller, Earth/Fire dom, Fire/Dark corruptor, TA/Archery defender), and these results are typical. So I'm not sure pseudopets are really the issue.
One thing I do make a point of is getting into the action fast: if you dawdle getting to the next spawn someone will use Judgement and nuke all the minions. I try to make sure that I debuff the spawn in some way before the heavy hitters take them out. I have no way of knowing whether that makes a difference for the rewards -
Quote:Sounds like they changed the parser to check for substrings, rather than full words.I'm with you Eva. Apparently a new list of words went in with the last patch. "Aragon" seems to be one of them, so everything with "Paragon" in the title is now flagged unusable. Also "spider". "Sentry" "Emerald" ....a lot more. Most of my character groups (previously existing) have been flagged unusable. Basically, really pissed off right now.
Trademark law is rather restrictive -- you can't trademark a basic concept or a core word: you have to trademark one specific word with one specific unique spelling. That's why many companies use weird spellings for their trademarks: that makes it a lot easier to ensure their trademark will hold up. -
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Quote:This may be due to the way people run the BAF on your server.I like the trials so three or four runs a day isn't bad for me, but even if you just do one a day you should have the level shifts in a week or so. BAF tends to be more popular, at least on Triumph, but getting iXP from it can be slower going.
Much of the iXP comes from the ambush spawns. If you pull Siege and Nightstar to the area near the helipad where the adds spawn, your controllers/dominators can lock them down immediately and your AoE damage dealers from all teams can take them out.
That will ensure an equitable distribution of iXP. -
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I've been on two or three successful MoLambdas (out of six or seven attempts), and the consideration for team selection was for 1) competent players who will follow directions, 2) level 50+3 characters, 3) plenty of debuffs and 4) plenty of damage. There was no exhaustive search for illusionists and psi blasters. The players consisted of members of our SG and whoever we could dig up. Playing on a smaller server doesn't give you the opportunity to be picky. You just have to suck it up.
The problem I have with MoLambda is that there's an apparent memory leak in the game, and since it takes so long to whittle down the AV I start getting massive lag as the game thrashes, and then the game crashes before the AV is down, and the attempt fails, in part because my Fire/Dark corruptor is no longer there.
In any case, scrappers can get seers for psi damage. Just do whatever it takes to get the pets alive (destroy anything that picks on the seers) and there you go.